
Holding some of the game’s weapons with the Aim controller is rightly empowering, and lighting up the darkness with the weapon-mounted flashlight carries an unmistakable Aliens-vibe.īut, even with the comparison to the most recent games in the series considered, Doom 3 is a game built around the speedy movement and the zippy turning afforded by a PC and mouse setup – two factors that don’t complement VR design. Now nearly 20 years old, Doom 3 is far from a scary game and it’s visuals have never looked older than in VR, but there’s a hint of heightened panic when a half-headed corpse takes a swing at you or a wall collapses to reveal a demon breathing down your neck.

Certain encounters really benefit from the added squeamishness – mostly when melee-based enemies try and rush you or the many, many times a monster leaps out from the shadows. It’s still a fleet-footed shooter compared to other games but it’s a darker, moodier effort for Doom, with pitch-black corridors in which possessed soldiers and fleshy spiders patiently plan attacks from behind corners and hidden panels.Īnd it’s true that the haunting atmosphere, slower pacing and tighter corridors are better suited to VR than Doom 2016’s arena-based superheroic-action. Doom 3 offers a very different kind of hell to the 2016 reboot (and, by extension, the 2017 VR spin-off, Doom VFR). The core of the experience is intact it’s a full port of the 2004 original with both expansions included.

Certainly, the VR Edition answers the call for more “content” in VR.
